it shoud have visible effect anyway and provide clear info about how effective it is. like: 10 +5(cursed) damage
sharpxe
there is nothing bad with multi classing, it will fit system perfectly.
Bacco is stupid event, it's 100% win for prepared player, 50\50 for combat focused hero and 100% failure for support sovereight. (due idiotic combat, you can miss 5 times in row and die ever if you have everything superior in case of failure you just lose half of your mana and 5 turns, if you reject you lose this champion completely. it will be fun if bacco NEVER join player, never get killed and come again and again with more powerfull army items and just at
After casttime nothing happens, no enemy unit get any damage.
This "buff" just spam initiative mouseover making impossible to see other effecta after ~6 casts (1200 mana is real).
everything you need is any every turn damaging spell like shadowbolt and dagger for +3 initiative for easy win.
some games provide passive penalty for units who visit enemy territory, units with pioner skill can be banned from entering enemy territory completely, other units can be slowed down or constantly damaged. this also will open suggested in other thread "commander" path with skills that improve army movement far away from towns and inside enemy territory. also this will improve player's chances with large neutral armies who camp town, some damag
agree, AI shoud not declare war if not going to attack right now or really soon. it shoud be up to AI dif., hard AI shoud declare war right before attack, easy shout give 20-50 seasons before attack. also AI act wierd, declaring war\peace multiple time for not reason, with no effect expect boring dialog popping up each turn.
I noticed "feature", if multiple hero units present in same group, amount of XP from combat drop significantly, 5 hero party will get 1xp from nearly any combat, single hero and 4 units get 30+ each. This "feature" basically enshure doom of any champion - soulsteal, ever if no spell trait present. Cant see any reason for this, heroes shoud be superior to normal units, but current implementation basically force player to keep only single hero per s
it still bug. it's extremely hard to target unit on map sometimes, especially when map not flat.
this game lack MP mode, but, if it ever happen to game, it will require such issues eliminated
it require conclave base and not available in other types of town. game lack some magical skill and special training or slow regeneration or something to counter this feature if player actually want to counter it.
they already ingame, new heroes for this factions are present, i noticed theese faction when got champion from one. there is completely no reason to not add two more heroes and add them to game by default.
same issue with candelclock ever on melee figher. character will cast spell on first turn and then go berserk.
Magi specialization shoud improve existing spells, not adding new ones directly. If champion have fire\death 2\2 soulburn shoud be automatically allowed, without wasting trait point on piromancy. Only possible specialization inside magi is life school for empire and death for kingdom, this will provide greater flexability. everything else shoud improve\alter existing spells, all trait spells shoud be returned to magic pool.
Magical damage at early stages completely useless and obsolete compated to damage from ever basic ranged weapons. 1 to 2 fire damage with 2 turns countdown at cost of 30 mana is a bit useless (firedart). (it less then 1 damage per turn at cost of 15 mana per turn) Damaging spells without mage specialization complete waste of mana. Also spells can be resisted, but never go critical, possibly high spell mastery shoud provide a bit more effect that 95% hit
Well, mancers and urxen lack defaul sovereight, rendering them unplayable without creating custom one, this is nice way to force player to create new hero, but, still not good.